... by the skill tree... It seems like every IS mech is transforming into assault tanks!

Also with the new RACs and lighter engines etc... it makes sense for IS quirks to be removed or at least lessened as technology closes the gap between the two factions. In fact, as technology gap closes in, the drop deck difference between clan and IS should also even out.

... by the skill tree... It seems like every IS mech is transforming into assault tanks!

And? Doesn't matter if your ability to return fire goes to hell, just means more Xp/C-bills for Clan equipped enemies to farm in terms of damage numbers at the end of the match.

Seriously, removing the quirks they are, is going to kill most I.S. mechs in any sort of competitive sense. I'm still going to drive them because "Hell yeah, hard mode, eat it clanscum!" but I expect there will be a bit of a forum storm if they go ahead with the quirk removals.

And? Doesn't matter if your ability to return fire goes to hell, just means more Xp/C-bills for Clan equipped enemies to farm in terms of damage numbers at the end of the match.

Seriously, removing the quirks they are, is going to kill most I.S. mechs in any sort of competitive sense. I'm still going to drive them because "Hell yeah, hard mode, eat it clanscum!" but I expect there will be a bit of a forum storm if they go ahead with the quirk removals.

Your ability to return fire isn't going to hell at all! IS is getting a whole bunch of weapons that is going to close up the tech gap and they still have the BEST autocannons in the game, what you talking about??

Juodas Varnas, on 01 May 2017 - 12:18 AM, said:

Yes, because only IS gets access to the skill tree and clans get nothing at all...

Bloody hell...

Did you even watch the video?? See the HUGE difference in armor boost between IS and clan in the video!

because the new skill tree is only gonna give you a fraction of the cooldown skill it used to.

right now it gives -17% between fast fire and cooldown module, on the PTR it was only like -3.5%... because the other cooldown nodes were all walled behind nodes that werent worth paying points for.

between the considerable armor/structure bonuses and the reduction of cooldown bonuses, dps weapons like UACs are going to be considerably weakened, while PPFLD weapons like gauss/ppc are going to be much stronger.

Did you even watch the video?? See the HUGE difference in armor boost between IS and clan in the video!

Skimmed through the video, Clan mechs weren't looked at or discussed once.

Khobai, on 01 May 2017 - 12:22 AM, said:

IS get access to more armor/structure quirks than Clans though. And like I said above those quirks get further multiplied by the skill tree.

So IS mechs with armor/structure quirks will be considerably tankier than Clan mechs.

Yet there are IS mechs without any armor/structure quirks, and a bunch of Clan mechs with strong armor/structure quirks of their own.

IS mechs without any armor/structure quirks: Firestarter, Rifleman -3N, Stalker, Banshee.
IS mechs with negligible armor/structure quirks: most Locust, most Jenner, Raven -3L, most Enforcer, most Griffin, Wolverine, Rifleman -5D, most Battlemaster, King Crab.

Further, IS mechs with those quirks are receiving exactly the same percentage increase in hitpoints as a Clan mech taking the same Survival Tree skill nodes.
All this results in is a flat increase in durability across the board, that doesn't favour either faction.

Yeah except none of those are really strong armor quirks. A lot of those mechs dont even get extra CT armor/structure.

Or the Kodiak... it has a couple variants that get +15 structure to one single location. Thats not even close to being a strong quirk. Its only one location.

Theyre mediocre quirks at best compared to what IS mechs like the Atlas get. Atlas gets like +25-30 to every single location. IS quirks armor/structure quirks are way better than what Clans get. period.

Skimmed through the video, Clan mechs weren't looked at or discussed once.

Yet there are IS mechs without any armor/structure quirks, and a bunch of Clan mechs with strong armor/structure quirks of their own.

IS mechs without any armor/structure quirks: Firestarter, Rifleman -3N, Stalker, Banshee.
IS mechs with negligible armor/structure quirks: most Locust, most Jenner, Raven -3L, most Enforcer, most Griffin, Wolverine, Rifleman -5D, most Battlemaster, King Crab.

Further, IS mechs with those quirks are receiving exactly the same percentage increase in hitpoints as a Clan mech taking the same Survival Tree skill nodes.
All this results in is a flat increase in durability across the board, that doesn't favour either faction.

Zergling, on 01 May 2017 - 12:44 AM, said:

Skimmed through the video, Clan mechs weren't looked at or discussed once.

Yet there are IS mechs without any armor/structure quirks, and a bunch of Clan mechs with strong armor/structure quirks of their own.

IS mechs without any armor/structure quirks: Firestarter, Rifleman -3N, Stalker, Banshee.
IS mechs with negligible armor/structure quirks: most Locust, most Jenner, Raven -3L, most Enforcer, most Griffin, Wolverine, Rifleman -5D, most Battlemaster, King Crab.

Further, IS mechs with those quirks are receiving exactly the same percentage increase in hitpoints as a Clan mech taking the same Survival Tree skill nodes.
All this results in is a flat increase in durability across the board, that doesn't favour either faction.

because the new skill tree is only gonna give you a fraction of the cooldown skill it used to.

right now it gives -17% between fast fire and cooldown module, on the PTR it was only like -3.5%... because the other cooldown nodes were all walled behind nodes that werent worth paying points for.

between the considerable armor/structure bonuses and the reduction of cooldown bonuses, dps weapons like UACs are going to be considerably weakened, while PPFLD weapons like gauss/ppc are going to be much stronger.

hmm thats a bit of a difference i also looked at the tree on snuggles pts vid looks like the uac jam chance quirk is pretty low too

Mad Dog is arguable, as it has to sacrifice all torso missile hardpoints to gain +21 LT/RT, but that will be more viable in August when it gains another 3E energy arm, allowing it to boat 3 energy weapons in each arm (eg, cookie cutter clan laser vomit of 2x Large Pulse + 4x ER Medium).

Khobai, on 01 May 2017 - 12:50 AM, said:

Yeah except none of those are really strong armor quirks. A lot of those mechs dont even get extra CT armor/structure.

Or the Kodiak... it has a couple variants that get +15 structure to one single location. Thats not even close to being a strong quirk. Its only one location.

Theyre mediocre quirks at best compared to what IS mechs like the Atlas get. Atlas gets like +25-30 to every single location. IS quirks armor/structure quirks are way better than what Clans get. period.

Only a handful of mechs like the Atlas get armor/structure quirks anywhere near that strong.

The vast majority of IS mechs have quirks comparable or worse to those listed above for Clan mechs.

Pr8Dator2, on 01 May 2017 - 12:51 AM, said:

You're a clanner, why are you even complaining? LOL!

Because I prefer a balanced game. Why? Because such a balanced game has far greater variety, reducing boredom.

Aside from that, the claim that IS benefits more from the survival tree really isn't true.

As such, the Atlas -D has 31 hitpoints more than the Dire Wolf, or 16.67% advantage.

If both mechs max out the armor/structure skill nodes in the Survival Tree, they both gain +25% structure and +10% armor.

Dire Wolf goes from 62 CT structure to 77.5, and 124 CT armor to 136.4, for a total of 213.9 hit points, a 15% gain.
Atlas goes from 62 CT structure to 77.5, and from 155 CT armor to 170.5, for a total of 248 hit points, a 14.29% gain.

As a result, the Atlas -D has 34.1 more hit points than the Dire Wolf, or 15.94% advantage. It's percentage advantage in CT hit points has actually gone down.